Rendering Animation in Specific Spot

So I've gotten the hang of everything. Now in my game, I want to define the players position based on an anchor point which will always be located at the bottom of my animation. How do I achieve this? Let's say I want to use the animation from the sample
provided in the documentation and I want to render him in such a way that the bottom of the animation is located at exactly {X: 200, Y: 200}?

There's nothing in Demina that will handle this automatically. I calculate my offsets by making a few measurements, and then testing experimentally until I'm happy.

Basically, I calculate a bounding box that would roughly contain my character. If his default anchor (based on the center of his root bone in Demina) isn't perfectly in the center, I set a DrawOffset property to account for that. It's pretty simple, I'll
show you some code.

This is how I handle the characters in Hero in Training. (http://youtu.be/UuMObTFm9q4)

Thanks you for the informative response. Your code sample was pretty interesting to read. I'll probably end up using a similar method. I was also wondering if it was possible to create a bone at the base of the animation that is completely unattached from
the rest of the animation. I would be able to use that bones position to map the animation to the anchor point?

Absolutely. You could have an invisible bone that's situated at the feet of the character, and use that for absolute control. I tend to make the torso the root bone, but there's no reason why the root couldn't have an invisible parent. (Hit H to hide a selected
bone in Demina to make it invisible. You could also use a completely transparent png, but I think that would give you headaches.)